Fix T44908: Blender crashes when trying to use cycles experimental displacement
The issue was caused by the reshuffle needed to make objects flags have proper object's bounding box to solve regressions in SSS objects intersecting volumes. There's actually a feedback loop happening here, which is now solved in quite naive way -- for the true displacement we consider all objects are capable of intersecting volumes, synchronize object flags prior to displacement shader tasks runs and then re-update object flags for proper bounding box. Not sure what will be the proper solution here, we can't do preliminary check of intersection for displacement shader, but on the other hand we don't really need this flag for displacement shader anyway.
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@@ -1227,6 +1227,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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/* Update images needed for true displacement. */
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bool need_displacement_images = false;
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bool old_need_object_flags_update = false;
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foreach(Mesh *mesh, scene->meshes) {
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if(mesh->need_update &&
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mesh->displacement_method != Mesh::DISPLACE_BUMP)
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@@ -1238,6 +1239,12 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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if(need_displacement_images) {
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VLOG(1) << "Updating images used for true displacement.";
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device_update_displacement_images(device, dscene, scene, progress);
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old_need_object_flags_update = scene->object_manager->need_flags_update;
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scene->object_manager->device_update_flags(device,
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dscene,
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scene,
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progress,
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false);
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}
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/* device update */
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@@ -1314,6 +1321,16 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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device_update_bvh(device, dscene, scene, progress);
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need_update = false;
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if(need_displacement_images) {
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/* Re-tag flags for update, so they're re-evaluated
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* for meshes with correct bounding boxes.
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*
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* This wouldn't cause wrong results, just true
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* displacement might be less optimal ot calculate.
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*/
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scene->object_manager->need_flags_update = old_need_object_flags_update;
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}
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}
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void MeshManager::device_free(Device *device, DeviceScene *dscene)
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